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persistent sigsegv in P_MobjWasRemoved

Never had this happen in a non-uncapped build, but happens regularly with uncapped. Easy way to trigger is to switch the renderer in GFZ3 right as good old eggs fires his laser. If you want to observe the crash in its natural habitat, play Foliage Furnace 2 from the latest OLDC. I've yet to clear that map post-uncapped without it crashing. Might be related to all the flamethrower spam in that map?

Crash log:

srb2win-next-e59684b1a.exe caused an Access Violation at location 0050EF1F in module srb2win-next-e59684b1a.exe Reading from location 12F1C238.

Registers:
eax=00000000 ebx=12f1c230 ecx=00000000 edx=12f1c230 esi=000000a3 edi=00000834
eip=0050ef1f esp=0567fb1c ebp=0567fb38 iopl=0         nv up ei pl zr na po nc
cs=0023  ss=002b  ds=002b  es=002b  fs=0053  gs=002b             efl=00210246

AddrPC   Params
0050EF1F 04A9D640 008FF098 00000019  srb2win-next-e59684b1a.exe!P_MobjWasRemoved
0055A05B 00000001 04A706A0 00000009  srb2win-next-e59684b1a.exe!P_Ticker
0047E7E9 05A203F0 6902D604 0F961298  srb2win-next-e59684b1a.exe!G_Ticker
0040DC2F 0F961298 05A20028 000003BE  srb2win-next-e59684b1a.exe!I_unlock_mutex
6902D604 00000000 00000000 00000000  SDL2.dll!SDL_DYNAPI_entry
FFFFFFFF 00000000 00000000 000007D0

Note: P_MobjWasRemoved is only one line long so having the crash line does not really help.

The crash in action: untitled